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DA299

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Everything posted by DA299

  1. Thanks for the quick response. I apologize if my tone was rude or if I offended you. Its just been a while since I was into KSP. I have a i5-12450h laptop processor with around 8 cores. Also, another thing I wanted to ask is does Principia model tidal effects. For example, in Earth orbit, a satellite which is very long (mass concentration like a cylinder) will tend to orient itself in the radial direction due to tidal effects. So, if I were to make such a satellite in KSP, and then turn SAS off in Earth orbit, would it also do the same over a long enough time-period? If I understand correctly how Principia works, in that it models n-body gravitation on each of the parts making up a vessel; in theory it should be perfectly capable of modelling these tidal effects.
  2. Nvm I got it. This is a truly awesome mod, perhaps the best if I'm judging by the sheer technical/coding ability required to make one. I'm playing with this mod in KSRSS, with BetterTimeWarp, and Kerbalism. Few questions I wanted to ask the good people here: 1) I managed to send a probe to Earth-Moon L2; and the orbit seems to be unstable? It requires course corrections roughly every 14 days... I remember reading that orbits around the Lagrange points are very stable orbits, so I'm not sure what gives? Is this a problem because of the rescale of the real solar system or is it because of something else? 2) The game seems to hang when I warp. It does so for a second or two and then returns to normal. Is this because of the vast (I presume) number of calculations going on the backend? I do have a fairly modern processor (12th gen i5) so I thought it should run smoothly... or is this to be expected? 3) When making a new flightplan and adding maneuvers; the framerate drops for ~30 seconds or so before returning to normal. Not sure what is causing this. Again, not meant as a knock on the mod creators, I actually love this mod, but I just want to understand a few things. https://imgur.com/a/0gQPIGi https://imgur.com/a/cRtdGii https://imgur.com/a/mmM9HFZ
  3. It seems the configs haven't been updated since BDB 1.8. Are there large difference btw 1.8 and 1.13 that would crash my game?
  4. Hello guys, I've started playing KSP after a while now, and I was just wondering whether this mod still has support for BDB or not?
  5. Hello everybody, I restarted playing KSP after a long hiatus. Can anybody tell me whether the latest version of this mod is compatible with RealFuels-Stock? Or do I need to ask this question in the RF-Stock thread?
  6. Hey guys, I asked this a while ago, but now with all the updates, thought I'll ask this again: How is the RealFuels-Stock compatibility of this mod? (I'm talking about the latest version from github.)
  7. With Principia and the latest version of KSRSS(from gitlab) it should be fairly easy to replicate this in KSP. In RSS, people have already done this(see the "Reach" YT channel for some amazing examples). Principia models all the relevant n-body perturbations as well as axial tilt, so you can try it out and see if it works for you. It isn't easy though, there's quite a steep learning curve, as there are no assist planners in Principia; everything has to be done manually.
  8. So, I haven't bought the EA yet, but here's my question to the people who have already played it for a while: what changes do you see in the aero-model? I'm a huge plane/spaceplane guy, so naturally I would be interested in knowing the state of things. Do parts still have drag-cubes, or does KSP2 finally use a holistic voxel approach to calculating drag, like in FAR? How do airplanes stall? and is ground effect being modelled? Anything other that is remarkable in the new aero model, please do enlighten us all.
  9. How much dV do you need to reach orbit? Also, the current KSRSS is 2.7X stock scale, maybe that's messing with your ascent in some way? I personally have never followed any specific ascent profile(s), I just do what 'feels' ok to me. Mostly that involves pointing the ship vector at the lowest point of the prograde 'circle' , waiting for it to drop down, and then repeating the process.
  10. Damn that's actually reasonable performance. Means my 1650 laptop will probably run this at at least 30 fps, which is playable.
  11. Yes, I've installed B9partswitch and I'm playing on KSP 1.12
  12. I installed this mod, and none of the parts except curvy tail 18-06 show up.
  13. Its much better than last time, but it still looks somewhat off. Is it because the clouds have no shadows(yet?)
  14. Yes, the latest release(KSRSS reborn) is 2.7X
  15. Hey so I have another issue, I got no snow near Earth's poles, just water. Is this an issue with my install, or just how its supposed to be?
  16. The native is 2.7X stock scale, I believe there's a patch for 1/9th scale. There's no dV map that I know of for 1/9th scale, but you can use the 1/4th scale(2.7X stock) dV map and multiply all values by roughly (4/9)^2 = 0.64 to get a reasonably accurate number for the dV.
  17. What FAR does is more realistic. Planes IRL don't have as much drag as in KSP, but they also don't produce the same amount of lift. Any normal looking airplane loses speed extremely fast in stock aero, which is not the case in FAR(and IRL).
  18. Yeah, I'll be daydreaming about a rig that could run all of that. Probably need a 4090 LOL.
  19. Does Kerbal Konstructs work with KSRSS reborn?
  20. I don't understand why so many people here consider FAR to be so hard? I've been playing with it since I was 16, and I've never had an issue making anything fly. In fact, in some aspects its much easier than stock KSP. Making airplanes fly and go fast with low TWR is way, way easier in FAR than in stock. If you're proficient, you can even make very high performing spaceplanes. There's a learning curve to FAR just like there's a learning curve to everything in stock KSP. But just like in stock, you can make a plane 'look' like a plane, and balance the COM ahead of the COL, and it will always fly. No need to look at the stability derivatives, the AOA curves, etc etc. I didn't know those for almost 2 years and I built perfectly functional airplanes and even spaceplanes in FAR. And if I was able to do it, then anyone advocating for the notion that FAR is 'too hard' for new players has never played with it for more than an hour or two. If you find the GUI confusing, just don't bring it up(I know I didn't). Just design something that looks like a plane, balance COM, COL; and you will generally be good to go. Granted, one thing about FAR that makes it a bit more difficult is that it doesn't model ground effect, which makes airplane landing/ takeoff speeds a bit high(10-20 m/s higher than IRL.) If someone were to make an effective ground effect model in FAR, then you'll have so many more benefits over stock KSP: Easy landings/takeoffs, along with low drag, and better L/D than stock at high speeds. That's a win-win for me, and generally for gameplay as well(both spaceplanes and rockets experience less dV loss due to drag). If KSP 2 were to implement a realistic aero model, then it would also open the door for so many more interesting gameplay options, like aerogravity assists. I'm personally all for it.
  21. What are the hardware requirements to run this mod? I have a laptop with a 1650, will it be able to run this at ~30 fps?
  22. DA299

    Nope

    @G'th do the 8k textures have better performance than the 16k native textures of KSRSS-reborn? I'm asking because I can't really run those textures, they tank my framerate; however I was able to run old KSRSS at 8k textures.
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